Well, hopefully this will make JCD happy.. the bad news is, I'm not sure the normal calcualtion is right anymore.. however, I'm told the C++ version takes about 2 seconds to load the angel model, now the java version takes about 0.2 seconds on my laptop to load the model. Wahay!

New version of the xith-3ds.jar is on the website, hopefully the normal generation is still correct.. let me know if people start seeing oddities..

Damn man just when I created the JCD format that basically converts a 3Ds model into an idexed vertex, normal, texcoord3f, tangent, binormal indices form....The angel model took a little less than 1 sec to load in my format.Lemmie check your new loader...

Nope, no NIO for me.. didn't even get round to buffering it actually, didn't realise performance was that critical to you.. probably best you stick to your own format if you need that much performance..

No no man maybe I should have expressed myself a bit better;What I'm trying to say here is using NIO buffers will seriously speed up your loader.As a matter of fact, your 3DS loader is a critical part in creating a model with my format specifications.A better thing would be explaining how I create the JCD format:First of all I load a 3DS model using your loader, which is a magnificent piece of code.Second I retrieve the IndexedGeometry as well as the normals, textureCoordinates, indices and the number of unique vertices.After that, I generate the TBN matricies which require over 5 normalizations per vertex, and yet is done at a litte over 0.01 s for a > 5000 vertex model.Finally I save the newly created model using the following function:

All those steps take a little over 1 s with the new version of your loader.Now if you were to load your meshes with an NIO buffer, the speed of all the mentioned operations will definitely fall below 1 s, I'm positive.

PS: Here's how I load my format, it might help you out tweaking your loader

happy happy fellas all it tops. it works here- seems the shadows are atad buggered mind .

nice speedy here by the way- but more is always good no? if the shadows are abit strange is that to do with normals?

i going to do some model tests to see the best way to make a model for the loader. mine seem not to work. maybe i need to group um.. will keep u posted - top work the both of u. its has become a tip top loader!

I've reported in the past that shadows don't work on normal geometry in certain cases. I think its to do with the way the shadow algorithm works, at least in one shadow volume algo each vertex can only be part of up to 2 faces at a time (at least I think thats right). So, its easily possible to build geometry geometry that breaks shadows.. I've built a box room in the past that doesn't work properly.

However, the loader probably could try and do some stuff to rationalise the geometry to work with shadows, but it does seem kinda out of the scope of loader. Should probably happen somewhere in Xith.

Could you very please check the normals generation again? I get this very strong feeling that they're partially screwedLook at how the specular lighting on the Jewls is facing away from the light.I'm positive my TBN generation algorithm that produces the perpixel lighting effect is perfect.

Now the transparency seems to work (but Xith doesn't seem to want to work with lighting and transparency at the same time). Note, with the cube model you created you'll get some oddity with transparency since the loader will create the whole cube as one shape which means the sides won't get sorted..

I f**** sorry kev for giving you the impression that your normals were reverse whereas it was my f***** TBN generator that was screwing the binormals, and hence the glitch in the above screenshot.I reversed my binormals and everything went just fine.Sorry again :sad kitten:

Actually it wasn't my TBNGenerator that was screwing things around, but the sobel filter that I apply to the heightmap to generate normal maps necessary for the perpixel lighting effects.I put together what I shall call the JCD utilities which serve to convert/save/load files in jcd format (vertex, normal, tangent, binormal, texcoord3f), and also to generate TBN matricies efficently JCD3DSFactoryNormal map generator TBNGenerator

Keys: space to stop the light, T to cycle through the textures, L for lightmap, N for normal map, B for base map, D for default, A for distance attenuation, V for TBN components display.Mouse: left for rotations.Source

I got some 3d models which have been converted from .lwo and .md3 format to .3ds with DeepExploration. Now I try to load them with Kev's importer. Some models work fine. Some others fail however.

It's been necessary to disable the option "save hiarchical info" in DeepExplorer's export dialog or I see "Null Pointer exception" at the 3ds Java loader. :-)

Does anybody know more about the quality of DeepExploration's 3ds exports when it comes to importing the converted models to Xith3d with Kevs loader?Does anybody got experiences with complexer 3ds models and the importer in general?

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